RDF Genes v1.0.4p - Performance Pass
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Purpose
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This build keeps the v1.0.4 xenotypes/features but removes several high-frequency code paths that can scale badly when RDF Factions creates many RDF pawns.

Implementation basis
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- Vanilla Biotech appearance conflicts are handled with the same exclusion-tag families used by vanilla genes: BodyType, SkinColor and SkinColorOverride.
- Periodic pawn work uses RimWorld's hashed interval pattern (`pawn.IsHashIntervalTick`) instead of synchronizing every RDF pawn on the same global tick. This follows the pattern used by working 1.6 mods in the supplied Mod Basis.

Main changes
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1. Removed global Gene.Active Harmony interception.
2. Added weak per-pawn body/skin/gene caches invalidated on Pawn_GeneTracker AddGene/RemoveGene.
3. Cached repeated DefDatabase and reflection lookups.
4. Staggered periodic gene work across pawns.
5. Removed periodic ToList allocations from health/equipment paths.
6. Batches resource-producer countdown work every 60 ticks.
7. Rubber Genitalia stops rapid polling after successful initialization.
8. Consolidated RDF head positioning to one global BaseHeadOffsetAt hook.
9. Consolidated Dollmare Horse Tail placement to one OffsetFor hook with the same net final offsets.
10. Removed the non-working Dollmare final-scale patch attempt that generated a startup Harmony warning.

Feature preservation
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- All six RDF XenotypeDefs remain present.
- Dollfox, Security Doll and Prowler Doll keep their fixed body mappings and full 24-skin / 8-hair randomized pools.
- Existing physiology, damage, inheritance, RJW and Sized Apparel bridges remain present.
- Texture files are intentionally unchanged.

Testing
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Compile with Compile.bat, restart RimWorld, load the same save/map used for the TPS comparison and compare uncapped TPS at the same game speed. For a clean A/B comparison, keep every other mod and game state unchanged.
